using System;
using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Media;
using Microsoft.Xna.Framework.Net;
using Microsoft.Xna.Framework.Storage;

namespace testapp
{
    //woooooohh. You are stupid. noooooooo
    /// <summary>
    /// This is the main type for your game
    /// </summary>
    public class Game1 : Microsoft.Xna.Framework.Game
    {
        GraphicsDeviceManager graphics;
        SpriteBatch spriteBatch;
        Vector2 stickManPosition = new Vector2(0, 0);
        Texture2D stickMan;
        Texture2D backgroundTexture;
        Rectangle viewportRect;

        public Game1()
        {
            graphics = new GraphicsDeviceManager(this);
            Content.RootDirectory = "Content";
        }

        /// <summary>
        /// Allows the game to perform any initialization it needs to before starting to run.
        /// This is where it can query for any required services and load any non-graphic
        /// related content.  Calling base.Initialize will enumerate through any components
        /// and initialize them as well.
        /// </summary>
        protected override void Initialize()
        {
            // TODO: Add your initialization logic here

            base.Initialize();
        }

        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);
            stickMan = this.Content.Load<Texture2D>("stick_man");
            backgroundTexture = Content.Load<Texture2D>("newbg");
            viewportRect = new Rectangle(0, 0,
                graphics.GraphicsDevice.Viewport.Width,
                graphics.GraphicsDevice.Viewport.Height);
            // TODO: use this.Content to load your game content here
        }

        /// <summary>
        /// UnloadContent will be called once per game and is the place to unload
        /// all content.
        /// </summary>
        protected override void UnloadContent()
        {
            // TODO: Unload any non ContentManager content here
        }

        /// <summary>
        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input, and playing audio.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Update(GameTime gameTime)
        {
            // Allows the game to exit
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
                this.Exit();

            if (Keyboard.GetState().IsKeyDown(Keys.Right) && checkBounds(stickManPosition.X + 2, stickManPosition.Y))
                stickManPosition.X += 2;
            if (Keyboard.GetState().IsKeyDown(Keys.Left) && checkBounds(stickManPosition.X - 2, stickManPosition.Y))
                stickManPosition.X -= 2;
            if (Keyboard.GetState().IsKeyDown(Keys.Down) && checkBounds(stickManPosition.X, stickManPosition.Y + 2))
                stickManPosition.Y += 2;
            if (Keyboard.GetState().IsKeyDown(Keys.Up) && checkBounds(stickManPosition.X, stickManPosition.Y - 2))
                stickManPosition.Y -= 2;
            // TODO: Add your update logic here

            base.Update(gameTime);
        }

        /// <summary>
        /// This is called when the game should draw itself.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Draw(GameTime gameTime)
        {
            GraphicsDevice.Clear(Color.CornflowerBlue);
            spriteBatch.Begin();
            spriteBatch.Draw(backgroundTexture, viewportRect, Color.White);
            spriteBatch.Draw(stickMan, stickManPosition, Color.White);            
            spriteBatch.End();
            // TODO: Add your drawing code here

            base.Draw(gameTime);
        }

        public bool checkBounds(float x, float y)
        {
            bool ret = true;
            if (stickManPosition.X < 0 || stickManPosition.Y < 0 ||
                stickManPosition.X > graphics.GraphicsDevice.Viewport.Width ||
                stickManPosition.Y > graphics.GraphicsDevice.Viewport.Height)
                ret = false;
            return ret;
        }
    }
}
